/**
 * ScriptDev3 is an extension for mangos providing enhanced features for
 * area triggers, creatures, game objects, instances, items, and spells beyond
 * the default database scripting in mangos.
 *
 * Copyright (C) 2006-2013  ScriptDev2 <http://www.scriptdev2.com/>
 * Copyright (C) 2014-2019  MaNGOS  <https://getmangos.eu>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 * World of Warcraft, and all World of Warcraft or Warcraft art, images,
 * and lore are copyrighted by Blizzard Entertainment, Inc.
 */

/**
 * ScriptData
 * SDName:      Ungoro_Crater
 * SD%Complete: 100
 * SDComment:   Quest support: 4245, 4491
 * SDCategory:  Un'Goro Crater
 * EndScriptData
 */

/**
 * ContentData
 * npc_ringo
 * EndContentData
 */

#include "precompiled.h"
#include "escort_ai.h"
#include "follower_ai.h"

/*######
## npc_ame01
######*/

enum
{
    SAY_AME_START           = -1000446,
    SAY_AME_PROGRESS        = -1000447,
    SAY_AME_END             = -1000448,
    SAY_AME_AGGRO1          = -1000449,
    SAY_AME_AGGRO2          = -1000450,
    SAY_AME_AGGRO3          = -1000451,

    QUEST_CHASING_AME       = 4245
};

struct npc_ame01 : public CreatureScript
{
    npc_ame01() : CreatureScript("npc_ame01") {}

    struct npc_ame01AI : public npc_escortAI
    {
        npc_ame01AI(Creature* pCreature) : npc_escortAI(pCreature) { }

        void WaypointReached(uint32 uiPointId) override
        {
            switch (uiPointId)
            {
            case 0:
                DoScriptText(SAY_AME_START, m_creature);
                break;
            case 19:
                DoScriptText(SAY_AME_PROGRESS, m_creature);
                break;
            case 37:
                DoScriptText(SAY_AME_END, m_creature);
                if (Player* pPlayer = GetPlayerForEscort())
                {
                    pPlayer->GroupEventHappens(QUEST_CHASING_AME, m_creature);
                }
                break;
            }
        }

        void Aggro(Unit* pWho) override
        {
            if (pWho->GetTypeId() == TYPEID_PLAYER)
            {
                return;
            }

            if (Player* pPlayer = GetPlayerForEscort())
            {
                if (pPlayer->getVictim() && pPlayer->getVictim() == pWho)
                {
                    return;
                }

                switch (urand(0, 2))
                {
                case 0:
                    DoScriptText(SAY_AME_AGGRO1, m_creature, pWho);
                    break;
                case 1:
                    DoScriptText(SAY_AME_AGGRO2, m_creature, pWho);
                    break;
                case 2:
                    DoScriptText(SAY_AME_AGGRO3, m_creature, pWho);
                    break;
                }
            }
        }
    };

    bool OnQuestAccept(Player* pPlayer, Creature* pCreature, const Quest* pQuest) override
    {
        if (pQuest->GetQuestId() == QUEST_CHASING_AME)
        {
            if (npc_ame01AI* pAmeAI = dynamic_cast<npc_ame01AI*>(pCreature->AI()))
            {
                pCreature->SetStandState(UNIT_STAND_STATE_STAND);

                if (pPlayer->GetTeam() == ALLIANCE)
                {
                    pCreature->SetFactionTemporary(FACTION_ESCORT_A_PASSIVE, TEMPFACTION_RESTORE_RESPAWN);
                }
                else if (pPlayer->GetTeam() == HORDE)
                {
                    pCreature->SetFactionTemporary(FACTION_ESCORT_H_PASSIVE, TEMPFACTION_RESTORE_RESPAWN);
                }

                pAmeAI->Start(false, pPlayer, pQuest);
            }
            return true;
        }
        return false;
    }

    CreatureAI* GetAI(Creature* pCreature) override
    {
        return new npc_ame01AI(pCreature);
    }
};

/*####
# npc_ringo
####*/

enum
{
    SAY_RIN_START_1             = -1000416,
    SAY_RIN_START_2             = -1000417,

    SAY_FAINT_1                 = -1000418,
    SAY_FAINT_2                 = -1000419,
    SAY_FAINT_3                 = -1000420,
    SAY_FAINT_4                 = -1000421,

    SAY_WAKE_1                  = -1000422,
    SAY_WAKE_2                  = -1000423,
    SAY_WAKE_3                  = -1000424,
    SAY_WAKE_4                  = -1000425,

    SAY_RIN_END_1               = -1000426,
    SAY_SPR_END_2               = -1000427,
    SAY_RIN_END_3               = -1000428,
    EMOTE_RIN_END_4             = -1000429,
    EMOTE_RIN_END_5             = -1000430,
    SAY_RIN_END_6               = -1000431,
    SAY_SPR_END_7               = -1000432,
    EMOTE_RIN_END_8             = -1000433,

    SPELL_REVIVE_RINGO          = 15591,
    QUEST_A_LITTLE_HELP         = 4491,
    NPC_SPRAGGLE                = 9997
};

struct npc_ringo : public CreatureScript
{
    npc_ringo() : CreatureScript("npc_ringo") {}

    struct npc_ringoAI : public FollowerAI
    {
        npc_ringoAI(Creature* pCreature) : FollowerAI(pCreature) { }

        uint32 m_uiFaintTimer;
        uint32 m_uiEndEventProgress;
        uint32 m_uiEndEventTimer;

        Unit* pSpraggle;

        void Reset() override
        {
            m_uiFaintTimer = urand(30000, 60000);
            m_uiEndEventProgress = 0;
            m_uiEndEventTimer = 1000;
            pSpraggle = nullptr;
        }

        void MoveInLineOfSight(Unit* pWho) override
        {
            FollowerAI::MoveInLineOfSight(pWho);

            if (!m_creature->getVictim() && !HasFollowState(STATE_FOLLOW_COMPLETE) && pWho->GetEntry() == NPC_SPRAGGLE)
            {
                if (m_creature->IsWithinDistInMap(pWho, INTERACTION_DISTANCE))
                {
                    if (Player* pPlayer = GetLeaderForFollower())
                    {
                        if (pPlayer->GetQuestStatus(QUEST_A_LITTLE_HELP) == QUEST_STATUS_INCOMPLETE)
                        {
                            pPlayer->GroupEventHappens(QUEST_A_LITTLE_HELP, m_creature);
                        }
                    }

                    pSpraggle = pWho;
                    SetFollowComplete(true);
                }
            }
        }

        void SpellHit(Unit* /*pCaster*/, const SpellEntry* pSpell) override
        {
            if (HasFollowState(STATE_FOLLOW_INPROGRESS | STATE_FOLLOW_PAUSED) && pSpell->Id == SPELL_REVIVE_RINGO)
            {
                ClearFaint();
            }
        }

        void SetFaint()
        {
            if (!HasFollowState(STATE_FOLLOW_POSTEVENT))
            {
                SetFollowPaused(true);

                switch (urand(0, 3))
                {
                case 0:
                    DoScriptText(SAY_FAINT_1, m_creature);
                    break;
                case 1:
                    DoScriptText(SAY_FAINT_2, m_creature);
                    break;
                case 2:
                    DoScriptText(SAY_FAINT_3, m_creature);
                    break;
                case 3:
                    DoScriptText(SAY_FAINT_4, m_creature);
                    break;
                }
            }

            // what does actually happen here? Emote? Aura?
            m_creature->SetStandState(UNIT_STAND_STATE_SLEEP);
        }

        void ClearFaint()
        {
            m_creature->SetStandState(UNIT_STAND_STATE_STAND);

            if (HasFollowState(STATE_FOLLOW_POSTEVENT))
            {
                return;
            }

            switch (urand(0, 3))
            {
            case 0:
                DoScriptText(SAY_WAKE_1, m_creature);
                break;
            case 1:
                DoScriptText(SAY_WAKE_2, m_creature);
                break;
            case 2:
                DoScriptText(SAY_WAKE_3, m_creature);
                break;
            case 3:
                DoScriptText(SAY_WAKE_4, m_creature);
                break;
            }

            SetFollowPaused(false);
        }

        void UpdateFollowerAI(const uint32 uiDiff) override
        {
            if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            {
                if (HasFollowState(STATE_FOLLOW_POSTEVENT))
                {
                    if (m_uiEndEventTimer < uiDiff)
                    {
                        if (!pSpraggle || !pSpraggle->IsAlive())
                        {
                            SetFollowComplete();
                            return;
                        }

                        switch (m_uiEndEventProgress)
                        {
                        case 1:
                            DoScriptText(SAY_RIN_END_1, m_creature);
                            m_uiEndEventTimer = 3000;
                            break;
                        case 2:
                            DoScriptText(SAY_SPR_END_2, pSpraggle);
                            m_uiEndEventTimer = 5000;
                            break;
                        case 3:
                            DoScriptText(SAY_RIN_END_3, m_creature);
                            m_uiEndEventTimer = 1000;
                            break;
                        case 4:
                            DoScriptText(EMOTE_RIN_END_4, m_creature);
                            SetFaint();
                            m_uiEndEventTimer = 9000;
                            break;
                        case 5:
                            DoScriptText(EMOTE_RIN_END_5, m_creature);
                            ClearFaint();
                            m_uiEndEventTimer = 1000;
                            break;
                        case 6:
                            DoScriptText(SAY_RIN_END_6, m_creature);
                            m_uiEndEventTimer = 3000;
                            break;
                        case 7:
                            DoScriptText(SAY_SPR_END_7, pSpraggle);
                            m_uiEndEventTimer = 10000;
                            break;
                        case 8:
                            DoScriptText(EMOTE_RIN_END_8, m_creature);
                            m_uiEndEventTimer = 5000;
                            break;
                        case 9:
                            SetFollowComplete();
                            break;
                        }

                        ++m_uiEndEventProgress;
                    }
                    else
                    {
                        m_uiEndEventTimer -= uiDiff;
                    }
                }
                else if (HasFollowState(STATE_FOLLOW_INPROGRESS))
                {
                    if (!HasFollowState(STATE_FOLLOW_PAUSED))
                    {
                        if (m_uiFaintTimer < uiDiff)
                        {
                            SetFaint();
                            m_uiFaintTimer = urand(60000, 120000);
                        }
                        else
                        {
                            m_uiFaintTimer -= uiDiff;
                        }
                    }
                }

                return;
            }

            DoMeleeAttackIfReady();
        }
    };

    CreatureAI* GetAI(Creature* pCreature) override
    {
        return new npc_ringoAI(pCreature);
    }

    bool OnQuestAccept(Player* pPlayer, Creature* pCreature, const Quest* pQuest) override
    {
        if (pQuest->GetQuestId() == QUEST_A_LITTLE_HELP)
        {
            if (npc_ringoAI* pRingoAI = dynamic_cast<npc_ringoAI*>(pCreature->AI()))
            {
                pCreature->SetStandState(UNIT_STAND_STATE_STAND);
                pRingoAI->StartFollow(pPlayer, FACTION_ESCORT_N_FRIEND_PASSIVE, pQuest);
            }
        }

        return true;
    }
};

void AddSC_ungoro_crater()
{
    Script* s;
    s = new npc_ame01();
    s->RegisterSelf();
    s = new npc_ringo();
    s->RegisterSelf();

    //pNewScript = new Script;
    //pNewScript->Name = "npc_ame01";
    //pNewScript->GetAI = &GetAI_npc_ame01;
    //pNewScript->pQuestAcceptNPC = &QuestAccept_npc_ame01;
    //pNewScript->RegisterSelf();

    //pNewScript = new Script;
    //pNewScript->Name = "npc_ringo";
    //pNewScript->GetAI = &GetAI_npc_ringo;
    //pNewScript->pQuestAcceptNPC = &QuestAccept_npc_ringo;
    //pNewScript->RegisterSelf();
}
